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KF2-Dev-Scripts/KFGameContent/Classes/KFSM_Patriarch_MissileAttack.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFSM_Patriarch_MissileAttack
//=============================================================================
// Patriarch's triple missile attack
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFSM_Patriarch_MissileAttack extends KFSM_PlaySingleAnim;
/** Cached reference to Patriarch pawn */
var KFPawn_ZedPatriarch MyPatPawn;
/** Cached reference to Patriarch AI controller */
var KFAIController_ZedPatriarch MyPatController;
/** Missile projectile class */
var class<KFProj_Missile_Patriarch> MissileClass;
/** Load animation names */
var Name LoadAnimNames[2];
/** The load animation chosen */
var Name LoadAnim;
/** Wind down animation name */
var Name WindDownAnimName;
/** Base socket name for each missile */
var String BaseSocketName;
/** Rotation rate to use for special move */
var rotator MissileFireRotationRate;
/** Whether we should allow gun tracking or not */
var bool bAllowGunTracking;
/** Disables or enables missile flocking (attraction) */
var bool bMissileFlocking;
/** How fast the missiles should travel */
var float InitialMissileSpeed;
/** How long a missile should wait after spawning to start seeking */
var float SeekDelay;
/** How much seek force should be applied to the missiles */
var float SeekForce;
/** How much gravity force to apply */
var float GravForce;
/** The distance from the target location before we start applying gravity */
var float DistToApplyGravitySQ;
/** Fire sound */
var AkEvent FireSound;
/** Notification called when Special Move starts */
function SpecialMoveStarted( bool bForced, Name PrevMove )
{
Super.SpecialMoveStarted( bForced,PrevMove );
MyPatPawn = KFPawn_ZedPatriarch(KFPOwner);
MissileClass = GetProjectileClass();
// Set load anim
if( MyPatPawn.SpecialMoveFlags == 1 )
{
LoadAnim = LoadAnimNames[1];
}
else
{
LoadAnim = LoadAnimNames[0];
}
// Uncloak
MyPatPawn.SetCloaked( false );
// Zero movement
MyPatPawn.ZeroMovementVariables();
// Play wind up
PlayLoadAnimation();
// Cache controller
MyPatController = KFAIController_ZedPatriarch( MyPatPawn.Controller );
// Set a timer to start gun tracking
if( bAllowGunTracking && MyPatPawn.Role == ROLE_Authority )
{
MyPatPawn.SetTimer( KFSkeletalMeshComponent(MyPatPawn.Mesh).GetAnimInterruptTime(LoadAnim), false, nameOf(StartGunTracking), self );
}
}
/** Retrieve the projectile class */
function class<KFProj_Missile_Patriarch> GetProjectileClass()
{
return MyPatPawn.GetMissileClass();
}
/** Overridden to do nothing */
function PlayAnimation() {}
/** Play the load animation */
function PlayLoadAnimation()
{
bUseRootMotion = false;
//MyPatPawn.Mesh.RootMotionMode = RMM_Accel;
//MyPatPawn.BodyStanceNodes[EAS_FullBody].SetRootBoneAxisOption(RBA_Translate, RBA_Translate, RBA_Translate);
AnimStance = EAS_FullBody;
AnimName = LoadAnim;
PlaySpecialMoveAnim( AnimName, AnimStance, BlendInTime, 0.f, 1.f );
}
/** Start gun tracking as the weapon is being brought level */
function StartGunTracking()
{
if( MyPatPawn != none )
{
MyPatPawn.SetGunTracking( true );
}
}
/** Play the fire animation */
function PlayFireAnimation()
{
if( MyPatPawn == none )
{
return;
}
bUseRootMotion = false;
DisableRootMotion();
MyPatPawn.RotationRate = MissileFireRotationRate;
AnimStance = EAS_UpperBody;
AnimName = default.AnimName;
PlaySpecialMoveAnim( AnimName, AnimStance, 0.f, BlendOutTime, 1.f );
// Shoot some missiles on the server
if( MyPatPawn.Role == ROLE_Authority )
{
FireMissiles();
}
// Play our fire sound
MyPatPawn.PostAkEventOnBone( FireSound, 'BarrelSpinner', true, true );
}
/** Retrieves the aim direction and target location for each missile */
function GetAimDirAndTargetLoc( int MissileNum, vector MissileLoc, rotator MissileRot, out vector AimDir, out vector TargetLoc )
{
MyPatPawn.GetMissileAimDirAndTargetLoc( MissileNum, MissileLoc, MissileRot, AimDir, TargetLoc );
}
function Tick( float DeltaTime )
{
super.Tick( DeltaTime );
if( MyPatPawn != none && MyPatPawn.Role == ROLE_Authority && !MyPatPawn.bPlayedDeath && MyPatPawn.Physics == PHYS_Walking )
{
MyPatPawn.ZeroMovementVariables();
}
}
/** Fire our three missiles */
function FireMissiles()
{
local KFProj_Missile_Patriarch Missile;
local Array<KFProj_Missile_Patriarch> FiredMissiles;
local vector SpawnLoc, TargetLoc, AimDir;
local rotator SpawnRot;
local int i,j,k;
local bool bCurl;
local float CurlForceMultiplier;
// Fire three missiles in a curling spread
CurlForceMultiplier = 1.f + fRand()*0.1;
for( i = 0; i < 3; ++i )
{
// Spawn a missile at each of the launch bays
MyPatPawn.Mesh.GetSocketWorldLocationAndRotation( Name( BaseSocketName$String(i+1) ), SpawnLoc, SpawnRot );
Missile = MyPatPawn.Spawn( MissileClass, MyPatPawn,, SpawnLoc, SpawnRot,, true );
GetAimDirAndTargetLoc( i, SpawnLoc, SpawnRot, AimDir, TargetLoc );
// If missile flocking is disabled, we still want things like seeking etc
if( !bMissileFlocking )
{
Missile.bCurl = 3;
Missile.StartCurlTimer();
}
Missile.InitEx( AimDir, CurlForceMultiplier, TargetLoc, InitialMissileSpeed, SeekDelay, SeekForce, GravForce, DistToApplyGravitySQ );
FiredMissiles[FiredMissiles.Length] = Missile;
}
// To get crazy flying, we tell each projectile in the flock about the others
if( bMissileFlocking )
{
bCurl = false;
for( i = 0; i < 3; ++i )
{
if( FiredMissiles[i] != None )
{
j=0;
for( k = 0; k < 3; k++ )
{
if( (i != k) && (FiredMissiles[k] != None) )
{
FiredMissiles[i].Flock[j] = FiredMissiles[k];
j++;
}
}
FiredMissiles[i].bCurl = 1 + byte(bCurl);
FiredMissiles[i].StartCurlTimer();
bCurl = !bCurl;
}
}
}
}
/** If we had to interrupt the move because we lost LOS, play a wind down animation */
function PlayWindDownAnimation()
{
MyPatPawn.StopBodyAnim( AnimStance, 0.33f );
bUseRootMotion = true;
EnableRootMotion();
AnimStance = EAS_FullBody;
AnimName = WindDownAnimName;
PlaySpecialMoveAnim( AnimName, AnimStance, 0.33f, BlendOutTime, 1.f );
}
/** Plays subsequent animations in the barrage */
function AnimEndNotify(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
{
local name SeqNodeName;
SeqNodeName = bShouldDeferToPostTick ? DeferredSeqName : SeqNode.AnimSeqName;
switch( SeqNodeName )
{
case LoadAnim:
PlayFireAnimation();
break;
case default.AnimName:
MyPatPawn.EndSpecialMove();
break;
case WindDownAnimName:
MyPatPawn.EndSpecialMove();
break;
}
}
/** End special move */
function SpecialMoveEnded( Name PrevMove, Name NextMove )
{
if( MyPatPawn != none )
{
MyPatPawn.StartWeaponCooldown();
if( bAllowGunTracking )
{
MyPatPawn.ClearTimer( nameOf(StartGunTracking) );
MyPatPawn.SetGunTracking( false );
}
MyPatPawn.RotationRate = MyPatPawn.default.RotationRate;
}
// Move was interrupted by something (incap, panic, etc), we need to stop the anim if we're still playing one
if( KFPOwner.BodyStanceNodes[AnimStance].bIsPlayingCustomAnim
&& KFPOwner.BodyStanceNodes[AnimStance].GetCustomAnimNodeSeq() != none
&& KFPOwner.BodyStanceNodes[AnimStance].GetCustomAnimNodeSeq().AnimSeqName == AnimName )
{
MyPatPawn.StopBodyAnim( AnimStance, 0.1f );
}
MyPatPawn = none;
MyPatController = none;
super.SpecialMoveEnded( PrevMove, NextMove );
}
defaultproperties
{
// SpecialMove
Handle=KFSM_Patriarch_MissileAttack
bDisableSteering=false
bDisableMovement=true
bCanBeInterrupted=false
bAllowGunTracking=true
bDisableTurnInPlace=false
bShouldDeferToPostTick=true
// Missile settings
bMissileFlocking=true
MissileFireRotationRate=(Pitch=15000,Yaw=15000,Roll=15000)
InitialMissileSpeed=2000.f
SeekDelay=0.f
SeekForce=15.f
GravForce=0.f
// Audio
FireSound=AkEvent'WW_ZED_Patriarch.Play_Mini_Rocket_Fire'
// Animation
AnimName=Rocket_Shoot
LoadAnimNames[0]=Rocket_TO_Load
LoadAnimNames[1]=Rocket_TO_LoadQ
WindDownAnimName=Rocket_TO_Idle
BaseSocketName="Missile"
BlendInTime=0.15f
BlendOutTime=0.25f
AbortBlendOutTime=0.1f
}